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Revision: 1.55
Committed: Tue Apr 6 04:24:29 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.54: +3 -3 lines
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File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <living.h>
27 #include <spells.h>
28 #include <skills.h>
29 #include <tod.h>
30 #include <sproto.h>
31
32 // macro for this check, it had been inconsistent in this file.
33 #define IS_FLOOR(x) x->flag [FLAG_IS_FLOOR]
34
35 /**
36 * Check if objects on a square interfere with building
37 */
38 static int
39 can_build_over (maptile *map, object *tmp, int x, int y)
40 {
41 object *ob;
42
43 ob = GET_MAP_OB (map, x, y);
44 while (ob)
45 {
46 /* if ob is not a marking rune or floor, then check special cases */
47 if (ob->arch->archname != shstr_rune_mark && !IS_FLOOR (ob))
48 {
49 switch (tmp->type)
50 {
51 case SIGN:
52 case MAGIC_EAR:
53 /* Allow signs and magic ears to be built on books */
54 if (ob->type != BOOK)
55 return 0;
56 break;
57 case BUTTON:
58 case DETECTOR:
59 case PEDESTAL:
60 case T_HANDLE:
61 /* Allow buttons and levers to be built under gates */
62 if (ob->type != GATE && ob->type != DOOR)
63 return 0;
64 break;
65 default:
66 return 0;
67 }
68 }
69
70 ob = ob->above;
71 }
72
73 return 1;
74 }
75
76 /**
77 * Erases marking runes at specified location
78 */
79 static void
80 remove_marking_runes (maptile *map, int x, int y)
81 {
82 object *rune;
83 object *next;
84
85 rune = GET_MAP_OB (map, x, y);
86 while (rune)
87 {
88 next = rune->above;
89
90 if (rune->type == SIGN && rune->arch->archname == shstr_rune_mark)
91 rune->destroy ();
92
93 rune = next;
94 }
95 }
96
97 /**
98 * Returns an unused value for 'connected'.
99 * \param map: map for which to find a value
100 * \return 'connected' value with no item, or -1 if failure.
101 *
102 * Tries 1000 random values, then returns -1.
103 */
104 static shstr_tmp
105 find_unused_connected_value (maptile *map)
106 {
107 for (int i = 1000; --i; )
108 {
109 char buf[64];
110
111 snprintf (buf, sizeof (buf), "built-%x", rndm (0xf0000000U) + 0x10000000U);
112
113 shstr id (buf);
114
115 if (!map->find_link (id))
116 return id;
117 }
118
119 return shstr_tmp ();
120 }
121
122 /**
123 * Returns the marking rune on the square, for purposes of building connections
124 */
125 static object *
126 get_connection_rune (object *pl, int x, int y)
127 {
128 object *rune = GET_MAP_OB (pl->map, x, y);
129
130 while (rune && (rune->type != SIGN || rune->arch->archname != shstr_rune_mark))
131 rune = rune->above;
132
133 return rune;
134 }
135
136 /**
137 * Helper function for door/button/connected item building.
138 *
139 * Will search the specified spot for a marking rune.
140 * If not found, returns -1
141 * Else, searches a force in op's inventory matching the map's name
142 * and the rune's text.
143 * If found, returns the connection value associated
144 * else searches a new connection value, and adds the force to the player.
145 */
146 static shstr_tmp
147 find_or_create_connection_for_map (object *pl, int x, int y, object *rune)
148 {
149 object *force;
150
151 if (!rune)
152 rune = get_connection_rune (pl, x, y);
153
154 if (!rune)
155 {
156 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name.");
157 return shstr_tmp ();
158 }
159
160 /* Now, find force in player's inventory */
161 force = pl->inv;
162 while (force
163 && ((force->type != FORCE) || !force->slaying || force->slaying != pl->map->path || !force->msg
164 || force->msg != rune->msg))
165 force = force->below;
166
167 if (!force)
168 /* No force, need to create & insert one */
169 {
170 /* Find unused value */
171 shstr_tmp id = find_unused_connected_value (pl->map);
172
173 if (!id)
174 {
175 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups.");
176 return shstr_tmp ();
177 }
178
179 force = get_archetype (FORCE_NAME);
180 force->slaying = pl->map->path;
181 force->msg = rune->msg;
182 force->race = id;
183 force->set_speed (0);
184
185 insert_ob_in_ob (force, pl);
186
187 return id;
188 }
189
190 /* Found the force, everything's easy. */
191 return force->race;
192 }
193
194 /**
195 * Returns the book/scroll on the current square, for purposes of building
196 */
197 static object *
198 get_msg_book (object *pl, int x, int y)
199 {
200 object *book = GET_MAP_OB (pl->map, x, y);
201
202 while (book && (book->type != BOOK))
203 book = book->above;
204
205 return book;
206 }
207
208 /**
209 * Make the built object inherit the msg of books that are used with it.
210 * For objects already invisible (i.e. magic mouths & ears), also make it
211 * it inherit the face and the name with "talking " prepended.
212 */
213 static int
214 adjust_sign_msg (object *pl, int x, int y, object *tmp)
215 {
216 object *book;
217 char buf[MAX_BUF];
218 char buf2[MAX_BUF];
219
220 book = get_msg_book (pl, x, y);
221 if (!book)
222 {
223 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
224 return -1;
225 }
226
227 tmp->msg = book->msg;
228
229 if (tmp->invisible)
230 {
231 if (book->custom_name)
232 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
233 else
234 snprintf (buf, sizeof (buf), "talking %s", &book->name);
235
236 tmp->name = buf;
237
238 if (book->name_pl)
239 {
240 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
241 tmp->name_pl = buf2;
242 }
243
244 tmp->face = book->face;
245 tmp->invisible = 0;
246 }
247
248 book->destroy ();
249 return 0;
250 }
251
252 /**
253 * Returns first item of type BUILDABLE_WALL.
254 */
255 static object *
256 get_wall (maptile *map, int x, int y)
257 {
258 object *wall = GET_MAP_OB (map, x, y);
259
260 while (wall && (BUILDABLE_WALL != wall->type))
261 wall = wall->above;
262
263 return wall;
264 }
265
266 /**
267 * Fixes walls around specified spot
268 *
269 * \param map is the map
270 * \param x
271 * \param y are the position to fix
272 *
273 * Basically it ensures the correct wall is put where needed.
274 *
275 * Note: x & y must be valid map coordinates.
276 */
277 static void
278 fix_walls (maptile *map, int x, int y)
279 {
280 char archetype[MAX_BUF];
281 char *underscore;
282 struct archetype *new_arch;
283
284 /* First, find the wall on that spot */
285 object *wall = get_wall (map, x, y);
286 if (!wall)
287 /* Nothing -> bail out */
288 return;
289
290 /* Find base name */
291 assign (archetype, wall->arch->archname);
292 underscore = strchr (archetype, '_');
293
294 /* search for the first _ before a number */
295 while (underscore && !isdigit (*(underscore + 1)))
296 underscore = strchr (underscore + 1, '_');
297
298 if (!underscore || !isdigit (*(underscore + 1)))
299 /* Not in a format we can change, bail out */
300 return;
301
302 underscore++;
303 *underscore = '\0';
304
305 int connect = 0;
306
307 if (x > 0 && get_wall (map, x - 1, y)) connect |= 1;
308 if (x < map->width - 1 && get_wall (map, x + 1, y)) connect |= 2;
309 if (y > 0 && get_wall (map, x, y - 1)) connect |= 4;
310 if (y < map->height - 1 && get_wall (map, x, y + 1)) connect |= 8;
311
312 // one bit per dir, 1 left, 2 right, 4 up, 8 down
313 static const char *walltype[16] = {
314 "0",
315 "1_3",
316 "1_4",
317 "2_1_2",
318 "1_2",
319 "2_2_4",
320 "2_2_1",
321 "3_1",
322 "1_1",
323 "2_2_3",
324 "2_2_2",
325 "3_3",
326 "2_1_1",
327 "3_4",
328 "3_2",
329 "4"
330 };
331
332 strcat (archetype, walltype [connect]);
333
334 /*
335 * Before anything, make sure the archetype does exist...
336 * If not, prolly an error...
337 */
338 new_arch = archetype::find (archetype);
339
340 if (!new_arch)
341 return;
342
343 /* Now delete current wall, and insert new one
344 * We save flags to avoid any trouble with buildable/non buildable, and so on
345 */
346 object::flags_t old_flags = wall->flag; // elmex: this is where C++ pays off
347
348 wall->destroy ();
349
350 wall = new_arch->instance ();
351 wall->type = BUILDABLE_WALL;
352 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
353 wall->flag = old_flags;
354 }
355
356 /**
357 * \brief Floor building function
358 *
359 * Floors can be build:
360 * - on existing floors, with or without a detector/button
361 * - on an existing wall, with or without a floor under it
362 *
363 * Note: this function will inconditionally change squares around (x, y)
364 * so don't call it with x == 0 for instance!
365 */
366 static void
367 apply_builder_floor (object *pl, object *material, int x, int y)
368 {
369 object *tmp, *above;
370 object *above_floor; /* Item above floor, if any */
371 struct archetype *new_floor;
372 struct archetype *new_wall;
373 int i, xt, yt, floor_removed;
374 char message[MAX_BUF];
375
376 sprintf (message, "You change the floor to better suit your tastes.");
377
378 /*
379 * Now the building part...
380 * First, remove wall(s) and floor(s) at position x, y
381 */
382 above_floor = NULL;
383 new_wall = NULL;
384 floor_removed = 0;
385 tmp = GET_MAP_OB (pl->map, x, y);
386 if (tmp)
387 {
388 while (tmp)
389 {
390 above = tmp->above;
391 if (BUILDABLE_WALL == tmp->type)
392 {
393 /* There was a wall, remove it & keep its archetype to make new walls */
394 new_wall = tmp->arch;
395 tmp->destroy ();
396 sprintf (message, "You destroy the wall and redo the floor.");
397 }
398 else if (IS_FLOOR (tmp))
399 {
400 tmp->destroy ();
401 floor_removed = 1;
402 }
403 else
404 {
405 if (floor_removed)
406 {
407 /* This is the first item that was above the floor */
408 above_floor = tmp;
409 floor_removed = 0;
410 }
411 }
412
413 tmp = above;
414 }
415 }
416
417 /* Now insert our floor */
418 new_floor = archetype::find (material->slaying);
419 if (!new_floor)
420 {
421 /* Not found, log & bail out */
422 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
423 return;
424 }
425
426 tmp = new_floor->instance ();
427 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
428 SET_FLAG (tmp, FLAG_UNIQUE);
429 SET_FLAG (tmp, FLAG_IS_FLOOR);
430 //tmp->type = FLOOR;
431 insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
432
433 /*
434 * Next step: make sure there are either walls or floors around the new square
435 * Since building, you can have: blocking view / floor / wall / nothing
436 */
437 for (i = 1; i <= 8; i++)
438 {
439 xt = x + freearr_x[i];
440 yt = y + freearr_y[i];
441 tmp = GET_MAP_OB (pl->map, xt, yt);
442 if (!tmp)
443 {
444 /* Must insert floor & wall */
445 tmp = new_floor->instance ();
446 /* Better make the floor unique */
447 SET_FLAG (tmp, FLAG_UNIQUE);
448 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
449 //tmp->type = FLOOR;
450 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
451 /* Insert wall if exists. Note: if it doesn't, the map is weird... */
452 if (new_wall)
453 {
454 tmp = new_wall->instance ();
455 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
456 tmp->type = BUILDABLE_WALL;
457 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
458 }
459 }
460 }
461
462 /* Finally fixing walls to ensure nice continuous walls
463 * Note: 2 squares around are checked, because potentially we added walls around the building
464 * spot, so need to check that those new walls connect correctly
465 */
466 for (xt = x - 2; xt <= x + 2; xt++)
467 for (yt = y - 2; yt <= y + 2; yt++)
468 if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
469 fix_walls (pl->map, xt, yt);
470
471 /* Now remove raw item from inventory */
472 material->decrease ();
473
474 /* And tell player about the fix */
475 new_draw_info (NDI_UNIQUE, 0, pl, message);
476 }
477
478 /**
479 * Wall building function
480 *
481 * Walls can be build:
482 * - on a floor without anything else
483 * - on an existing wall, with or without a floor
484 */
485 static void
486 apply_builder_wall (object *pl, object *material, int x, int y)
487 {
488 object *current_wall;
489 object *tmp;
490 int xt, yt;
491 struct archetype *new_wall;
492 char message[MAX_BUF];
493
494 remove_marking_runes (pl->map, x, y);
495
496 /* Grab existing wall, if any */
497 current_wall = NULL;
498 tmp = GET_MAP_OB (pl->map, x, y);
499 while (tmp && !current_wall)
500 {
501 if (BUILDABLE_WALL == tmp->type)
502 current_wall = tmp;
503
504 tmp = tmp->above;
505 }
506
507 /* Find the raw wall in inventory */
508 sprintf (message, "You build a wall.");
509
510 /* Now we can actually insert the wall */
511 new_wall = archetype::find (material->slaying);
512 if (!new_wall)
513 {
514 LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
515 return;
516 }
517
518 tmp = new_wall->instance ();
519 tmp->type = BUILDABLE_WALL;
520 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
521 insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
522
523 /* If existing wall, remove it, no need to fix other walls */
524 if (current_wall)
525 {
526 current_wall->destroy ();
527 fix_walls (pl->map, x, y);
528 sprintf (message, "You redecorate the wall to better suit your tastes.");
529 }
530 else
531 {
532 /* Else fix all walls around */
533 for (xt = x - 1; xt <= x + 1; xt++)
534 for (yt = y - 1; yt <= y + 1; yt++)
535 {
536 if (OUT_OF_REAL_MAP (pl->map, xt, yt))
537 continue;
538
539 fix_walls (pl->map, xt, yt);
540 }
541 }
542
543 /* Now remove item from inventory */
544 material->decrease ();
545
546 /* And tell player what happened */
547 new_draw_info (NDI_UNIQUE, 0, pl, message);
548 }
549
550 /**
551 * Generic item builder.
552 *
553 * Item must be put on a square with a floor, you can have something under.
554 * Archetype of created object is item->slaying (raw material).
555 * Type of inserted item is tested for specific cases (doors & such).
556 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
557 */
558 static void
559 apply_builder_item (object *pl, object *item, int x, int y)
560 {
561 object *tmp;
562 struct archetype *arch;
563 int insert_flag;
564 object *floor;
565 object *con_rune;
566
567 /* Find floor */
568 floor = GET_MAP_OB (pl->map, x, y);
569 if (!floor)
570 {
571 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
572 return;
573 }
574
575 while (floor && !IS_FLOOR (floor))
576 floor = floor->above;
577
578 if (!floor)
579 {
580 new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
581 return;
582 }
583 /* Create item, set flag, insert in map */
584 arch = archetype::find (item->slaying);
585 if (!arch)
586 return;
587
588 tmp = arch->instance ();
589
590 if (!floor->flag[FLAG_IS_BUILDABLE] || floor->above && !can_build_over (pl->map, tmp, x, y))
591 /* Floor has something on top that interferes with building */
592 {
593 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
594 return;
595 }
596
597 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
598 SET_FLAG (tmp, FLAG_NO_PICK);
599
600 /*
601 * Str 1 is a flag that the item [pedestal] should go below the floor.
602 * Items under the floor on non-unique maps will not be saved,
603 * so make the item itself unique in this situation.
604 */
605 insert_flag = item->stats.Str == 1 ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
606 if (insert_flag == INS_BELOW_ORIGINATOR && !pl->map->no_reset)
607 SET_FLAG (tmp, FLAG_UNIQUE);
608
609 shstr_tmp connected;
610
611 switch (tmp->type)
612 {
613 case DOOR:
614 case GATE:
615 case BUTTON:
616 case DETECTOR:
617 case TIMED_GATE:
618 case PEDESTAL:
619 case T_HANDLE:
620 case MAGIC_EAR:
621 case SIGN:
622 /* Signs don't need a connection, but but magic mouths do. */
623 if (tmp->type == SIGN && tmp->arch->archname != shstr_magic_mouth)
624 break;
625
626 con_rune = get_connection_rune (pl, x, y);
627 connected = find_or_create_connection_for_map (pl, x, y, con_rune);
628 if (!connected)
629 {
630 /* Player already informed of failure by the previous function */
631 tmp->destroy ();
632 return;
633 }
634
635 /* Remove marking rune */
636 con_rune->destroy ();
637 }
638
639 /* For magic mouths/ears, and signs, take the msg from a book of scroll */
640 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
641 if (adjust_sign_msg (pl, x, y, tmp) == -1)
642 {
643 tmp->destroy ();
644 return;
645 }
646
647 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
648 if (connected)
649 tmp->add_link (pl->map, connected);
650
651 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
652 item->decrease ();
653 }
654
655 /**
656 * Item remover.
657 *
658 * Removes first buildable item, either under or above the floor
659 */
660 static void
661 apply_builder_remove (object *pl, int dir)
662 {
663 object *item;
664 int x, y;
665
666 x = pl->x + freearr_x[dir];
667 y = pl->y + freearr_y[dir];
668
669 /* Check square */
670 item = GET_MAP_OB (pl->map, x, y);
671 if (!item)
672 {
673 /* Should not happen with previous tests, but we never know */
674 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
675 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, &pl->map->path);
676 return;
677 }
678
679 if (IS_FLOOR (item))
680 item = item->above;
681
682 if (!item)
683 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
684 else if (item->type == BUILDABLE_WALL)
685 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
686 else if (!item->flag [FLAG_IS_BUILDABLE])
687 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item));
688 else
689 {
690 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
691 item->destroy ();
692 }
693 }
694
695 /**
696 * Global building function
697 *
698 * This is the general map building function. Called when the player 'fires' a builder
699 * or remover object.
700 */
701 void
702 apply_map_builder (object *pl, int dir)
703 {
704 object *builder;
705 object *tmp;
706 object *tmp2;
707 int x, y;
708
709 if (!pl->type == PLAYER)
710 return;
711
712 /*if ( !player->map->unique )
713 {
714 new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." );
715 return;
716 } */
717
718 if (dir == 0)
719 {
720 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself.");
721 return;
722 }
723
724 x = pl->x + freearr_x[dir];
725 y = pl->y + freearr_y[dir];
726
727 if ((1 > x) || (1 > y) || ((pl->map->width - 2) < x) || ((pl->map->height - 2) < y))
728 {
729 new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge...");
730 return;
731 }
732
733 /*
734 * Check specified square
735 * The square must have only buildable items
736 * Exception: marking runes are all right,
737 * since they are used for special things like connecting doors / buttons
738 */
739
740 tmp = GET_MAP_OB (pl->map, x, y);
741 if (!tmp)
742 {
743 /* Nothing, meaning player is standing next to an undefined square... */
744 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, &pl->map->path);
745 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird.");
746 return;
747 }
748
749 if (INVOKE_PLAYER (BUILD, pl->contr, ARG_OBJECT (builder), ARG_MAP (pl->map), ARG_INT (x), ARG_INT (y)))
750 return;
751
752 tmp2 = find_marked_object (pl);
753 while (tmp)
754 {
755 if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && (tmp->type != SIGN || tmp->arch->archname != shstr_rune_mark))
756 {
757 /* The item building function already has it's own special
758 * checks for this
759 */
760 if (!tmp2 || tmp2->subtype != ST_MAT_ITEM)
761 {
762 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
763 return;
764 }
765 }
766
767 tmp = tmp->above;
768 }
769
770 /* Now we know the square is ok */
771 builder = pl->contr->ranged_ob;
772
773 if (builder->subtype == ST_BD_REMOVE)
774 /* Remover -> call specific function and bail out */
775 {
776 apply_builder_remove (pl, dir);
777 return;
778 }
779
780 if (builder->subtype == ST_BD_BUILD)
781 /*
782 * Builder.
783 * Find marked item to build, call specific function
784 */
785 {
786 tmp = tmp2;
787 if (!tmp)
788 {
789 new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use.");
790 return;
791 }
792
793 if (tmp->type != MATERIAL)
794 {
795 new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build.");
796 return;
797 }
798
799 switch (tmp->subtype)
800 {
801 case ST_MAT_FLOOR:
802 apply_builder_floor (pl, tmp, x, y);
803 return;
804
805 case ST_MAT_WALL:
806 apply_builder_wall (pl, tmp, x, y);
807 return;
808
809 case ST_MAT_ITEM:
810 apply_builder_item (pl, tmp, x, y);
811 return;
812
813 default:
814 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry.");
815 LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
816 return;
817 }
818 }
819
820 /* Here, it means the builder has an invalid type */
821 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry.");
822 LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
823 }
824